TWMG 2: Sign up and Balancing

Rules:
There is no speaking in the thread during the night phase.
The game starts on the first night giving the roles a chance a chance to perform their actions.
Game days are 18 hours; nights are 6 hours.
You may not speak if you are dead, violators will be shot, survivors will be shot again.
You may not forward/quote/make an image of the pm I sent you.
Votes must be in BOLD.
There are no multilynches.
You may PM me for night orders at any time.
The story reveals critical information be sure to read it.

Roles:Wolves – There are two of them, they get one kill each night between them.Seer – The seer can ping a single person every night. A reverse ping will be automatically sent when the seer pings someone.Guardian – Can save one person every night excluding the guardian. The player who is guarded will be revealed as such in the story.Cultist – This human sees the wolves as gods, he does not need to die for the townies to win but he will try to mess them up. If pinged he will show up as a regular townie. The Cultist and the wolves know each other out right. A Cultist who lives to see a Werewolf end gets a special bonus.Schizophrenic – This role can kill one other person, but after he does so he kills himself. Much more useful near the end when it seems the wolves will win. When pinged he shows up as a regular townie. If this role is one of the only two left they may choose to use their ability and live or let townies win. Can kill people who are guarded.

Endings
Townies win: All wolves killed.
Wolves win: They equal 50&#37; of the living townies. The Cultist counts as a townie in this respect.
Serial Killer Origin: Schizophrenic killed the last living player aside from themselves.